Volatile | Supporter Build 4


This is a montly Supporter only build, available on https://boosty.to/solidplasm

SOUND BUG FIX, Grenades, Improved Stun Animations, Grenade Unit, Player Armor System and much more!

Changelog:

Cosmetics:

  • M10 Balistic Vest. Worn by the new Grenade Unit.
  • Balaclava V2. White, Black and Green variants.

Enemies:

  • Grenade Unit. Present in the Test Level, can also be spawned via the new Entity Spawner Debug menu.

Weapons:

  • PM-YB. The yam beater. A single shot slam-fire shotgun, wielded by the new Grenade Unit (because making them have the R870 is too much for now)

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Mechanics

  • Melee Improvements:
    • Melee Weapons proc status effects with 100% chance on enemies that don't see you.
    • Melee Weapons now look for hurtboxes, instead of character collision.
    • Melee Weapons have a chance to stun the firing of a firearm wielding enemy for a bit.
    • Replaced the Grenade Slot with Melee Slot
    • Melee Weapons can now punch away grenades, launching them towards the aim direction. Launched grenades can hit enemies and detonate after 1 second if the impact happens.
    • Added a vertical boost when hitting enemies below the Player.
  • Grenades Rework. There are now 2 new slots for holding grenades. [4] - Tactical and [5] - Offensive. Grenades can now be thrown without having to equip them first. Upon initiating a grenade throw you left hand will be considered "busy" and as such you will be unable to reload, interact or grab ladders until you throw the grenade away. Currently there are 3 grenades:
    • Offensive:
      • M67. Remake of the grenade that was present in MDT since the first public build.
    • Tactical:
      • M84. Standard flashbang, stuns up close, blinds from afar.
      • EMP-G. Used to disable electronic devices. Currently can temporarily disable Ceiling Turrets. Also has a small stun effect up close. Ceiling Turrets prioritize targeting this grenade.
  • Ceiling Turrets can now be stunned, either via the EMP-G grenade, or by breaking their power box.
  • Blade Melee Weapons can now lodge into enemies if the throw was fatal.
  • Replaced Firearm Punch with a Kick.
  • Armor:
    • Player Armor System. The player now has a way of equipping armor besides the Debug Menu. Added special directional damage indicators if the hit landed on the armor.
    • Armor Stands. Able to store a helmet and a vest for the player to equip.
    • Armor Health Pickups. Armored enemies will now drop armor health pieces if the player has armor equipped.
  • Checkpoint Improvements:
    • Checkpoints no longer save debree, decals, ragdolls, gore props and misc trash. Saving it was not forth the fragility of the loading process. Even AAA games sometimes choose to not save that stuff (finished TLoU 1 recently :P).
    • Checkpoint now save cosmetics of the player.
    • Possible future rework of the whole checkpoint system. Might add back the feature of being able to load back in to the last checkpoint from the main menu.
  • Changed the ToolRayCaster script. It now uses a single RayCast2D node to return the needed data instead of the get_world_2d().direct_space_state.intersect_ray(ray) thing.

Visuals:

  • Small visual improvements to blood impact effects
  • Gore parts and dismemberment now leave blood decal trails.
  • More Left Hand animations:
    • Picking Up an Item
    • Climbing Ladders
  • Melee Weapons Animate the Owner (instead of a single "Punch" animation for every attack)
  • Improved Stunning Animations:
    • Blind Animation for the stun grenade.
    • Stumble Back and Front depending on the walking direction of the enemy. If has no space for that or if the enemy is standing still - the default stun animation will play.
    • Parry Animation.
  • Added a new low-health vignette effect.

Performance:

  • Abstracted shell spawning
  • Bullet Shells have been changed to extend CharacterBody2D instead of RigidBody2D. This change sacrifices visuals for a significant performance boost (can now have hundreds of shells without any major fps drops). (thanks to https://filipex2000.itch.io/)

Sound:

  • SOUND BUG FIX. After so many attempts i have finally found the cause of the sound disappearing on parry issue. It was happening because i was playing 3 sounds all at the same time on a single AudioStreamPlayer2D. Now each one of those sounds has it's own player.

Balance:

  • Increased Knife, PM-9 and Crowbar damage
Bugs & Tweaks:
  • Removed Discord RPC because it was reportedly causing the game to be flagged as a virus.
  • Fixed bunker test missing in the build.
  • Fixed the Ammo Container issues (missing ammo on respawn, etc.).
  • Added a Cooldown on doors after the Player opens/closes them. To prevent enemies from immediately reopening them back.
  • Renamed current ammo to represent it's armor penetration capabilities (.357 -> .357 FMJ)
  • Fixed enemies being able to punch themselves.
  • Ragdolls now follow the skeleton before death.
  • Fixed UI being Misplaced with different aspect ratios.
  • Fixed enemies not properly getting the player's position when being shot at (looking back for example).
  • Hinge joints get disabled if affected nodes are sleeping
  • Disabled melee throwing on ladder.
  • Fixed c0a1 Checkpoint Bugs:
    • Elevator animation not saving.
    • Darkness not being disabled at the bottom of the elevator path.
    • Invisible Wall not activating in the last ventilation area.

Get MDT: Make it or Die Trying

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